I'm using the Isabella II spruce log for much of the interior with sandstone as the flooring and a Glowstone and, eventual, obsidian cross at the alter. No pulpit, no lectern. My vision is clear on that part.
Anyways, this is going to be my challenge's Church of Christ the Transcendent. Bonus points go to the person who catches the reference.
So that people can see it, because they keep asking.
Thanks.
UPDATE: I've been struggling with builder's block. I'm trying to make a cathedral and university but some of the plans in my head require 1.5. Also, I can't decide on how I want my cathedral to look.
Randomization like that is a very bad idea I think. Especially with the nature of mine-craft, being almost scientific on getting certain results (Redstone, other mechanics) Adding in something random just to be random doesn't end up doing many people any good.
I've always liked the randomization with the anvils and I like it with the bonemeal. Biological organisms tend to be somewhat random with growth patterns which is why I like the bonemeal change. As for anvils I view it failing due to fatigue. When it comes to fatigue failure, the curves we as a species have that compare stress with number of cycles until the object fails are trendlines at best. Science isn't as absolute when it comes to materials or biology.
Compactor block: Takes blocks/items and compacts them into a different item if available. Example: Sand becomes sandstone at a 1:1 ratio. Probably wouldn't have as many uses as the grinder block, but I don't see why not to include it as well. Would also have a GUI similar to the furnace.
This example doesn't even make intuitive sense. If you, with your hands (i.e. crafting table), require four sand blocks to make sandstone then an industrial type machine would be expected to be more efficient at compacting. I'd expect 8 sand blocks or so to be required to make a sandstone block from a mechanical compactor. It's should be better at compacting.
I would like to see neater looking beaches, slightly better looking underwater geology (less splotchy more uniform), ocean biome stuff to make them more interesting, river biomes that actually have water (with river biome blotches changed in Jungles), the empty space underneath desert biomes (around the sandstone) filled with sandstone to prevent random monster spawning down there, less ponds and floating sand in deserts, and the temperature and humidity chart for biome placement brought back.
It seems like a lot but much of my complaints are just little things that bug me.
Compared to pork or steak, it's underpowered. And you have infinite melons once you get one seed... And you don't need wood (unless you mean a hoe)... You need seeds.
Bread is good for starting out, but after you have a decent chicken or cow or potato or ANYTHING farm, it's useless and underpowered.
Pork requires carrots and time to be sustainable. Same with steak but with wheat instead of carrots. Melons have one of the lowest saturation levels for food in the game. Bread is decent with hunger and saturation and doesn't require the more active commitment of having sustainable animal based food. It's also good for servers where the number of animals around to kill/farm is limited.
Personally, I always used bonemeal to make flowers. Using it on something that already grows by itself makes farming more active activity than I can bring myself to care about. Also, I like how testificates and witches look.
This is what bothers me. It's not at all clear what new features should go to the Dispenser and which features should go to the Dropper. It might be argued that a Dispenser should never "just drop" items, now that there's a Dropper that does that. And when it comes to great new features for the Dropper, I'm picturing Dinnerbone taking the exact same path that Notch took with the Dispenser.
Hmm, this dispenser is pretty cool, but when it drops arrows, they just land on the ground all boring-like. What if it fired arrows instead?
Hmm, this dropper is pretty cool, but when it drops arrows, they just land on the ground and do nothing. What if it shot the arrows instead?
It appears that, from this tweet by Dinnerbone, droppers will solely be for dropping things. Dispensers will probably place what they contain or shoot them if applicable.
Seems to me that this would make things easier. Two blocks, two different though conceptually similar functions.
On the contrary, anyone can become correct by agreeing with me.
The item isn't necessarily stupid. But it is redundant. And redundancy is pretty close to stupidity. Redundancy literally means that two (or more) things accomplish the same function. Dispensers dispense things. And also, Droppers dispense things. This doesn't have to be the case. But something has to give.
As stated by one of the developers of the game, dispensers might lose most or all of its ability to drop items. Also, Droppers don't "dispense" things, they drop them. Dispensers, however, currently drop and dispense things but might lose its dropping capability.
One last thing, while redundancy can be close to stupidity it can often be close to prudence and intelligent design. I know this doesn't apply to what your saying but I hate seeing a concept that can be incredibly positive portrayed in only a negative light.
The only good reason not to call it a solar panel, is if Mojang is planning on introducing a version of "power" that's more powerful than redstone current. I don't see that happening any time soon.
Here's a better name: "Redstone Lens". or just plain "lens".
Good reasons for the Daylight Detector to keep its name:
-it states the object's function in a clear way
-it doesn't obscure its purpose and function with a real world analogy
-offically calling it a solar panel would confuse people with an understanding on how real ones work (I know I would be upset that torches and glowstone did not create a signal from a "solar panel.)
Also, "Redstone Lens" or even "Lens" would not make sense at all since the Daylight Detector doesn't focus or diffuse light. It just detects daylight and outputs a redstone signal of varying strength during the day.
Four gates, K for Keep, C for Chapel with the spawn point being the blue dot, and W for the wizards tower which will be connected to the keep by a bridge in the air (the red bit). G for the Gardens and the rest is undecided as of yet. Though I must say I love using paint to plan things out for Minecraft.
You're Wood Age looks nice and I look forward to seeing your challenge progress. I also like your future layout, though I may be biased since the general wall and path layout is really similar to my own.
Am I the only person who has 2000+ reserves of Iron? Haha. But seriously. Moving items around...Yes. I can finally ship items back to my home base.
I have multiple spare stacks of iron blocks that I've gotten through the adventurous spelunking mining method. It's why I never understood people complaining about beacons or iron needs.
I'm sticking with the idea that the game needs more types of hostiles, and specifically more types of hostiles that are STRONGER than many current mobs, and that's it.
I agree with everything else you've said in your post. I would like to expand upon this idea however.
In addition to stronger mobs, spawning of the current mobs should increase. I personally would like to see this happen as one progresses in weapons and armor. Make an iron sword? The current tier mobs spawn more. Make iron armor (any piece)? Stronger mobs start spawning with a low frequency that increases toward a moderate rate as you finish the set. The same should happen with diamond and an enchanted weapons/armor to allow more of a difficulty progression for PvE.
But that's just my opinion. I mostly want to see more mob spawning/activity and stronger mobs.
Very nice. I think you may have the best challenge build I've ever seen. Ever. Regardless of challenge.
Thanks. A lot of the design was tested out in my architecture test world, accurately named Test. Also, a lot of dirt scaffolds were harmed to create the build.
I'm currently revising the farms and some housing so that they look a bit nicer. Then I need to plan the University and Cathedral for the rest of the free space. The castle will be expanded, modified, and will eventuallyovertake the tertiary (modified beginning) wall. That last part probably won't happen until the end of the Diamond Age though.
The finally product will have all colors of sheep available for farming, a merchants octant, hospital, entrance courtyards, an inn, stables, and military training yards. Oh, and the castle will have its dungeons at bedrock level. ALSO, the University will have a library with a pool in it.
It might take me over a year to finish this. Hopefully it's finished before I graduate in May.
0
Anyways, this is going to be my challenge's Church of Christ the Transcendent. Bonus points go to the person who catches the reference.
0
Thanks.
UPDATE: I've been struggling with builder's block. I'm trying to make a cathedral and university but some of the plans in my head require 1.5. Also, I can't decide on how I want my cathedral to look.
0
I've always liked the randomization with the anvils and I like it with the bonemeal. Biological organisms tend to be somewhat random with growth patterns which is why I like the bonemeal change. As for anvils I view it failing due to fatigue. When it comes to fatigue failure, the curves we as a species have that compare stress with number of cycles until the object fails are trendlines at best. Science isn't as absolute when it comes to materials or biology.
0
Exactly, but...
This example doesn't even make intuitive sense. If you, with your hands (i.e. crafting table), require four sand blocks to make sandstone then an industrial type machine would be expected to be more efficient at compacting. I'd expect 8 sand blocks or so to be required to make a sandstone block from a mechanical compactor. It's should be better at compacting.
0
It seems like a lot but much of my complaints are just little things that bug me.
0
Pork requires carrots and time to be sustainable. Same with steak but with wheat instead of carrots. Melons have one of the lowest saturation levels for food in the game. Bread is decent with hunger and saturation and doesn't require the more active commitment of having sustainable animal based food. It's also good for servers where the number of animals around to kill/farm is limited.
Personally, I always used bonemeal to make flowers. Using it on something that already grows by itself makes farming more active activity than I can bring myself to care about. Also, I like how testificates and witches look.
0
I think that part of the reason is because dispenser sounds cooler than your suggested names.
0
https://mobile.twitt...069254017204224
It appears that, from this tweet by Dinnerbone, droppers will solely be for dropping things. Dispensers will probably place what they contain or shoot them if applicable.
Seems to me that this would make things easier. Two blocks, two different though conceptually similar functions.
EDIT: Just saw this...
As stated by one of the developers of the game, dispensers might lose most or all of its ability to drop items. Also, Droppers don't "dispense" things, they drop them. Dispensers, however, currently drop and dispense things but might lose its dropping capability.
One last thing, while redundancy can be close to stupidity it can often be close to prudence and intelligent design. I know this doesn't apply to what your saying but I hate seeing a concept that can be incredibly positive portrayed in only a negative light.
0
Good reasons for the Daylight Detector to keep its name:
-it states the object's function in a clear way
-it doesn't obscure its purpose and function with a real world analogy
-offically calling it a solar panel would confuse people with an understanding on how real ones work (I know I would be upset that torches and glowstone did not create a signal from a "solar panel.)
Also, "Redstone Lens" or even "Lens" would not make sense at all since the Daylight Detector doesn't focus or diffuse light. It just detects daylight and outputs a redstone signal of varying strength during the day.
0
You're Wood Age looks nice and I look forward to seeing your challenge progress. I also like your future layout, though I may be biased since the general wall and path layout is really similar to my own.
1
I have multiple spare stacks of iron blocks that I've gotten through the adventurous spelunking mining method. It's why I never understood people complaining about beacons or iron needs.
2
Unless you missed the person you want to explode and want a reoccuring explosion trap.
0
I agree with everything else you've said in your post. I would like to expand upon this idea however.
In addition to stronger mobs, spawning of the current mobs should increase. I personally would like to see this happen as one progresses in weapons and armor. Make an iron sword? The current tier mobs spawn more. Make iron armor (any piece)? Stronger mobs start spawning with a low frequency that increases toward a moderate rate as you finish the set. The same should happen with diamond and an enchanted weapons/armor to allow more of a difficulty progression for PvE.
But that's just my opinion. I mostly want to see more mob spawning/activity and stronger mobs.
0
Thanks. A lot of the design was tested out in my architecture test world, accurately named Test. Also, a lot of dirt scaffolds were harmed to create the build.
I'm currently revising the farms and some housing so that they look a bit nicer. Then I need to plan the University and Cathedral for the rest of the free space. The castle will be expanded, modified, and will eventuallyovertake the tertiary (modified beginning) wall. That last part probably won't happen until the end of the Diamond Age though.
The finally product will have all colors of sheep available for farming, a merchants octant, hospital, entrance courtyards, an inn, stables, and military training yards. Oh, and the castle will have its dungeons at bedrock level. ALSO, the University will have a library with a pool in it.
It might take me over a year to finish this. Hopefully it's finished before I graduate in May.
0
It's on page 27, near the top. 8 months of work.